Virtual reality-augmented rehabilitation for patients following stroke.
BACKGROUND AND PURPOSE: Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in w...
| Publicado en: | Physical Therapy Vol. 82; no. 9; pp. 898 - 916 |
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| Autores principales: | , , , , , , , |
| Formato: | case study pictorial tables/charts Journal Article |
| Publicado: |
Oxford University Press / USA
Sep2002
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=106870907&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 106870907 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 00319023 PTH jtl: Physical Therapy issn: 00319023 maglogo: N pubinfo: dt: Sep2002 vid: 82 iid: 9 pid: 10398 pub: Oxford University Press / USA artinfo: ui: 106870907 106870907 2003130026 10.1093/ptj/82.9.898 NLM12201804 106870907 ppf: 898 ppct: 18 formats: fmt: – @attributes: type: T – @attributes: type: P tig: atl: Virtual reality-augmented rehabilitation for patients following stroke. aug: au: Merians AS Jack D Boian R Tremaine M Burdea GC Adamovich SV Recce M Poizner H affil: Professor, Dept of Developmental and Rehabilitative Sciences, University of Medicine and Dentistry of New Jersey, 65 Bergen St, Newark, NJ 07103; merians@umdnj.edu sug: subj: Stroke Rehabilitation Virtual Reality Physical Therapy Methods Motor Skills Therapy, Computer Assisted Stroke Physiopathology Software Design Middle Age Aged, 80 and Over Female Male Middle Aged: 45-64 years Aged, 80 & over Female Male ab: BACKGROUND AND PURPOSE: Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. CASE DESCRIPTION: Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3 1/2 hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. OUTCOMES: ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. DISCUSSION: The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke. pubtype: Academic Journal doctype: case study pictorial tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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